The previous lesson showed
you a detailed procedure of how to assign faces to a portion of
a texture map, using the Edit UVWs dialog. In this lesson, you complete
the mapping of the airplane, but the steps are less detailed, because
for the most part, the methods are the same.
Set up the lesson:
- Continue from the previous lesson or open p47_texture_wing_left_top.max.
- If you open the saved file, then click to select the P-47 fuselage,
go to the Modify panel, then go to
the Unwrap UVW modifier Face sub-object
level.
Now you are ready to
proceed with assigning more faces using Unwrap UVW.
Map the top of the right wing:
- If the Edit UVWs dialog is not already
open, then on the Modify panel Parameters rollout, click Edit.
- Move the Edit UVWs dialog so you can
see the Top and Front viewports.
- On the main toolbar, make sure the Window/Crossing
selection toggle is in its Crossing state, then in
the Top viewport, drag a selection box to
select all the faces on the top of the right wing.
In the Left viewport, Ctrl+click to select the narrow
faces along the leading edge of the wing, as well.
TipTo select the faces
on the leading edge of the wing, it helps to
maximize the Left viewport
(press
Alt+W).
- On the main toolbar, in the Named Selection
Sets field, name this selection Wing Right Top.
- On the Modify panel Map Parameters rollout, click Planar, then
click Align Z, then click Planar once again to deactivate it.
- In the Edit UVWs dialog, use Freeform Mode to rotate
the wing 90 degrees counterclockwise, then move and scale the faces
to position them over the camouflage pattern to the left of the
left wing pattern.
TipFor symmetrical pairs
of face selections, such as the wings, it helps to turn off
(Filter Selected Faces),
so you can match the size and proportion of the opposite side of
the plane.
Map the bottoms of the wings:
- Change the Top viewport to a Bottom viewport.
- Drag a selection box to select the faces
on the bottom of the right wing (which is now in the lower half
of the viewport).
NoteIn the Front viewport,
make sure that none of the leading-edge faces is selected. If one
is, use
Alt+click to remove
it from the selection.
Face selection sets with
faces that overlap are harder to work with in the Edit UVWs dialog.
- On the main toolbar, in the Named Selection
Sets field, name this selection Wing Right Bottom.
- On the Modify panel Map Parameters rollout, click Planar, the
click Align Z, then click Planar once again to deactivate it.
- In the Edit UVWs dialog, use Freeform Mode to rotate
the wing –90 degrees clockwise, then move and scale the faces to position
them over the wing-bottom pattern just below the left wing faces.
- Repeat the previous steps for the bottom
of the left wing, naming the selection Wing Left Bottom and
placing it to the left of the faces for the bottom of the right
wing.
Map the horizontal stabilizers:
Because the fuselage
is at an angle to the base of the horizontal stabilizers, you can’t
select all of them with a single rectangle: Make an initial selection,
then use Ctrl+click to
add the remaining faces.
The pattern for the tops
of the horizontal stabilizers is below the wings and to the left
of the Edit UVWs window.
- Change the Bottom view back to a Top
view.
- Select the faces on the top of the left
horizontal stabilizer, and name the selection H Stabilizer Left Top.
- Click Planar, then click Align Z, then
click Planar again to deactivate it.
- In the Edit UVWs window, position the
selection as shown.
- Select the faces on the top of the right
horizontal stabilizer, name the selection H Stabilizer Right Top, click
Planar, then click Align Z, then click Planar again to deactivate it.
- In in the Edit UVWs window, position
the selection as shown in the illustration, to the left of the left
horizontal stabilizer.
The pattern for the bottom
of the stabilizers is also below the wings, but to the right.
- Change the Top viewport to a Bottom view.
Select the faces on the bottom of the right horizontal stabilizer,
name the selection H Stabilizer Right Bottom.
- Click Planar, then click Align Z, then
click Planar again to deactivate it.
- In the Edit UVWs window, position the
selection as shown.
TipRotate the bottom
faces of the horizontal stabilizers –90 degrees, clockwise.
- Select the faces on the bottom of the
left horizontal stabilizer, name the selection H Stabilizer
Left Bottom, click Planar, then click Align Z, then click
Planar again to deactivate it.
- In the Edit UVWs window, position the
selection as shown, to the left of the right horizontal stabilizer.
Map the sides of the fuselage:
- To select the left side of the fuselage,
including the side of the vertical stabilizer, select faces in the
Front viewport, then use other viewports to make sure you haven’t
missed faces. If you select faces that aren’t part of the left side
of the fuselage, use Alt+click
to remove them from the selection.
TipYou can use click
and
Ctrl+click to select
faces, or
Paint Selection region to
speed up the process. The green outlines displayed by the Unwrap
UVW modifier are a good guide to help you see which faces to include.
Pay particular attention
to the narrow faces that surround the left wing and horizontal stabilizer;
use both Top and Bottom views to make sure you select the narrow
faces along the left-right seam.
In the Left viewport, Ctrl+click to add the faces on the
leading edge of the engine cowl.
Name the selection Fuselage Left.
- On the Map Parameters rollout, click
Planar, and then click Align Y. Click Planar again to deactivate
it.
- In the Edit UVWs window, use Freeform
Mode to position the fuselage and tail faces over the pattern at
the lower right. While you do this, watch the viewports too, so
the insignia are well positioned, the nose is in the area of yellow
paint, and the cockpit opening is surrounded by dark green.
- Change the Front viewport to a Back view,
then repeat the preceding steps for selecting faces on the right
side of the fuselage.
TipChange the Camera001
view to a Perspective view, and then
orbit it so you can see
the right side, make sure the narrow faces above the right wing
are selected, and watch it while you adjust how the faces are placed
on the texture.
- Name the selection Fuselage Right.
- As before, click Planar to activate it,
click Align Y, then click Planar again to turn it off.
- On the Edit UVWs dialog toolbar, click (Mirror Horizontal) to orient
the selection correctly, then in the Edit UVWs window, place the
fuselage faces above and to the left of the left-side selection.
Map the air intake:
- In the Left viewport, select the air-intake
faces that surround the propellor shaft.
Name the selection Air Intake.
- Click Planar, then click Align X. Click
Planar a second time to deactivate it, then scale and move the faces
so they are within the dark blob near the upper right of the texture
map.
Map the propellor shaft:
- Finally, on the main toolbar, change
the Window/Crossing selection toggle to its Window state. In the Left
viewport, drag to select the propellor shaft.
- Look at other viewports, and if you selected
extraneous faces (there might be some in the cockpit area), use Alt+click or Alt+drag to remove them from the
selection.
Name the selection Propellor Shaft.
- Click Planar, then click Align Y. Click
Planar a second time to deactivate it. Rotate the faces 90 degrees
(counterclockwise), then scale and move the faces so they are within
the yellow and gray area below the air-intake faces.
Now all the faces of
the P-47 have been assigned the appropriate portion of the texture
map.
- Close the Edit UVWs dialog.
Render the resulting image:
- Activate the Perspective viewport, and
press C to change
it back to the Camera001 view.
- Render the Camera001 view.
Save your work:
Summary
This tutorial showed
how to apply a complicated texture, such as the painting of a military
airplane, to 3ds Max geometry. To do so, use an Unwrap UVW modifier.
At the modifier’s Face sub-object level, select the faces that correspond
to a portion of the map. Click Planar or Quick Planar to generate
an initial projection; turn Planar or Quick Planar off again, then
in the Edit UVWs dialog, use Move, Rotate, and Scale (or Freeform Mode,
which combines all three transforms) to place the selection over
the portion of the map which has been designed for those faces.
To create a patchwork
texture such as the one used for the Thunderbolt, you can use the
Viewport Canvas tool, which lets you interactively paint directly
onto geometry. This How-To movie (part
1 of two parts) shows how to create a texture similar to the one
used in the preceding tutorial.